The Great Chronicle of Console RPGs Thread

broadbandmink

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Game No. 9


Title: Faxanadu
Developer: Hudson Soft
Platform: Famicom / NES
Release Date: November 17, 1987 (Japan)

Comment: A spin-off title to the Dragon Slayer series, a computer role-playing game franchise from Nihon Falcom, Faxanadu is an action role-playing game whose plot apparently takes place at the same time as Dragon Slayer II: Xanadu.

You play as a nameless Elven wanderer who returns to his hometown of Eolis to find it in disrepair, virtually abandoned, and under attack by Dwarves. To make matters worse, the town's source of fresh water has run dry for reasons unknown. Therefore, the Elven king has given the wanderer a sum of gold and assigned him with uncovering the cause of the troubles that have befallen Eolis.

Viewed from a side-scrolling perspective, the player explores the world in a mostly linear fashion whilst fighting monsters in real-time battles and visiting towns where one can buy new weapons, armour, and assorted items as well as talk to NPCs in order to receive clues on what to do next. At certain points throughout the game the player also acquire new spells, all of which are reportedly projectile based. By battling monsters the player gains experience points, gold and various items. Having gained enough experience points, the player can visit churches where a guru will bestow them with a higher rank, which will allow them to equip new gear. Since this game's save system is password based, higher ranks will also determine the amount of gold a player will possess upon resuming a game. The game also feature life and magic meters, which display the player's remaining health and magic respectively, but these are seemingly unaffected by how much one level up. Of further interest might be that this title was apparently an early example of a game in which the player character's appearance changed according to what gear one was currently wearing.

I haven't been able to locate sales figures for the original release of this title, and reviews I've found are exclusively retrospective. Overall, critical reception in more recent times appears generally favourable. While critics have praised the game for its soundtrack (composed by Jun Chikuma) and the mixture of role-playing and platforming elements, the linear level design and comparatively simplistic character progression system have repeatedly been pointed to as factors that decrease replay value. Nevertheless, the game is said to feature one of the better language translations to English among these types of games for the NES.
 

broadbandmink

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Game No. 10


Title: Final Fantasy
Developer: Square
Platform: Famicom / NES
Release Date: December 17, 1987 (Japan)

Comment: If any role-playing game in the NES library is in less need of a presentation than Dragon Quest this would arguably be the one. Inspired by the aforementioned title, Final Fantasy was feared by its development team to become Square's last game before heading into bankruptcy following a string of commercially unsuccessful games. Instead, the game was both commercially and critically well-received and has become widely regarded as one of the most influential role-playing games released during the third console generation whilst also being credited with helping to popularize the genre as a whole.

The game gives the player control of four youths called the Light Warriors, who each carry one of their world's four elemental orbs, which have been darkened by four Elemental Fiends. Together, they quest to defeat these fiends, restore light to the orbs, and save their world.

The player begins the game by choosing four characters to form a party, a choice that will remain with them for the duration of the game. There are six classes to choose from: Fighter, Thief, Black Belt, White Mage, Black Mage, and Red Mage, each with different attributes, abilities and restrictions. Later in the game, the player has the option to have each character undergo a class upgrade. Apart from a superficial transformation, some classes gain the ability to use weapons and magic that they previously could not. The game is viewed from a top-down perspective as the player explores the overworld, towns and dungeons. Initially, players are restricted to travel on foot, but get access to other means of transportation as they progress through the game. As per usual in role-playing games on the NES, towns offer players new gear through shops, opportunities to replenish hit and magic points through inns, and clues of what to do next through NPCs. Battles occur through random encounters, are turn-based, and are shown through a dedicated battle screen where both one's party and the enemy forces are displayed above a command menu. Through successful battles the party gains both experience points and gold. Gathering enough experience points allow the warriors to raise a level and bestow them with an increase in their attributes. Spells are divided into two groups: White, which is defensive and healing, and Black, which is offensive and destructive. Magic can be bought from White and Black magic shops and assigned to characters of appropriate class. Spells are also sorted in an eight level system, with four White and four Black spells per level. Each character may learn only three spells per level. White and Black Mages can potentially learn any of their respective spells, while Red Mages, the Ninja and the Knight cannot use most high-level magic.

Upon its initial release, Final Fantasy sold 400,000 copies. In addition to earning good reviews at the time of its original release, the game has received continued appraisal in retrospective assessments. Critics have often pointed to the game's comparatively elaborate plot when compared to the first Dragon Quest as one of the title's primary assets. However, opinions appear divided on the subject of the game's pacing and the amount of grinding required in order to raise gold and experience levels. Nevertheless, the game is still frequently featured on several top games lists in various publications and is generally regarded as a seminal installment in the role-playing game genre.
 

broadbandmink

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Game No. 11

Title: Phantasy Star
Developer: Sega Consumer Development Division 2
Platform: Sega Master System
Release Date: December 20, 1987 (Japan)

Comment: A darling among video game critics. Phantasy Star was lauded for its, at the time, advanced graphics and detailed plot. Furthermore, the game has also often been referred to as a departure from the norm of other role-playing games released during the same period of time in that it featured a female protagonist.

The game is set in a solar system called Algol, consisting of three planets. As the story begins, Algol is ruled by King Lassic, who's originally benevolent rule turns into a harsh dictatorship after he converts to a new religion. After a series of political changes, small pockets of rebellion emerge, but these are mostly ineffective against Lassic's rule. When Nero Landale, the leader of one such rebellion, is killed by Lassic's underlings, his sister Alis swears revenge.

The player controls Alis from a top-down perspective and has her explore a overworld dotted with towns and dungeons. Of note is that once players enter dungeons the game switches to a first-person perspective, and instead of crawling through them frame-by-frame they are fully animated. Battles occur through random encounters, are turn-based, and are shown through a dedicated battle screen from a first-person perspective which displays the current enemy beside a command menu on the left hand of the screen. During her travels, Alis will pick up party members and equip them with various weapons and armor as well as spells. By fighting monsters she and her party members gathers experience points and gold.

I haven't found any information on how this game fared commercially. On the other hand, it appears to have received a warm welcome by critics, who liked its mix of fantasy and sci-fi aesthetics, three-dimensional dungeons, and the amount of content present in the game. Retrospective reviews have, once again, commended its graphics, citing its dungeons and animated monster encounters, but they have also pointed to the characterization of party members and NPCs, as the writers give them their own backstories in order flesh out their role in the plot, which they argue set the title apart from other role-playing games that had been released until that time.

I realize that this entry in this chronicle might come off as fairly biased in the game's favour. Thus I would be very interested in what impression this game has had on people who've actually played it.
 

Irregular Dice

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I played Phantasy Star and it is good for the most part. Although there is a lot of grinding and you can have encounters you can't win very early in the game;it does have its charms. The dungeons are confusing though, but hey it's good practice for mapping dungeons in your next D&D game!
 

broadbandmink

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Game No. 12

Title: Dragon Quest III: And thus into Legend... / Dragon Warrior III
Developer: Chunsoft
Platform: Famicom / NES
Release Date: February 10, 1988 (Japan)

Comment: The third entry in the Dragon Quest series continued to expand on the gameplay elements found in its predecessors, and is generally considered the peak of the franchise's NES epoch.

The plot of Dragon Quest III serves as the opening act in the first trilogy of games. The story follows a hero, which can be of any gender, who is assigned with saving the world from an archfiend called Baramos.

The game is yet again viewed from a top-down perspective and has the player explore an even larger overworld, but this time featuring a day/night cycle. Thus, certain items, characters, and quests are only accessible at specific times of day. A new banking system is also introduced wherein players can store items and gold instead of just relying on their inventory. Replacing the lottery from Dragon Quest II is a mini-game in the form of an arena in which players can place their bets on monsters in order to win gold. However, the arguably most prominent new feature in this installment is the introduction of a class system. This time around you can pick up three additional party members, each of which you can assign a gender and class. These classes include: Fighter, Goof-Off, Merchant, Pilgrim, Sage, Soldier, and Wizard. Choice of class affects both the stats and what spells a given character can learn. Furthermore, the game incorporates a form of dual-classing. Upon reaching experience level 20, a character has the option of changing classes at a specific temple. A character who changes classes has their stats halved and restarts at experience level 1, while still retaining their spells. Although only four characters can be in the party at a time, extra members of the party can be kept at a tavern, allowing room for new recruits. Random encounters are still present and are now affected by the aforementioned day/night cycle in that tougher enemies are more common during the night.

Dragon Quest III sold over one million copies on the day of its release and 3.8 million copies total in Japan. Critical reception appears to have been equally positive, with praise directed at the game's numerous new gameplay features, including the day/night cycle and banking system. However, upon its release in North America more than three years later the game appears to have met a significantly less enthusiastic commercial and critical response, which has been attributed to the fact that at this point the fourth generation of consoles was well underway. Criticism by American reviewers seem to have been leveled pimarily at the game's aging graphics and interface. Despite this, retrospective reviews by American publications have, much akin to those aimed at the first installment, tilted in this game's favour, citing its way of implementing character classes as a blueprint for future, similarly multi-layered class systems found in japanese role-playing games.
 

broadbandmink

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Game No. 13


Title: Final Fantasy II
Developer: Square
Platform: Famicom
Release Date: December 17, 1988 (Japan)

Comment: Released exactly a year after its predecessor, Final Fantasy II didn't reach western shores until 2003 in a compilation entitled Final Fantasy Origins for the original PlayStation. The game is probably best remembered for how it relinquished the experience point leveling system of its predecessor in favour of a system where progression of attributes and skills were dependent on how they were used. That said, Final Fantasy II introduced many aesthetic elements that would become staples of the franchise, including chocobos and the recurring character Cid.

The plot of the game follows four youths whose parents were killed during an invasion by the empire of Palamecia. Three of the four main characters join a rebellion against the empire, embarking on missions to thwart the emperor's plans.

Instead of choosing four characters to form a party from, this installment gives the player three pre-defined characters, each with attributes and skills which the player can develop freely. As the story progresses, the fourth spot in the party will be filled by additional characters, whose skills can be developed according to one's choosing. Once more, the game is viewed from a top-down perspective as the player explores the overworld, towns and dungeons. A new addition to dialogs is present in a system where the player can learn special keywords or phrases from NPCs, which can later be repeated to other NPCs to gain information or advance through the plot. However, battles are where this title's arguably most noteworthy changes come to the fore. The dedicated battle screen is largely intact, although a back row feature is now present, within which characters or enemies are immune to most physical attacks, but can be harmed with bows and magic. As mentioned above, general experience points are absent in this game. Instead, each character develops depending on what actions they take in battle. For instance, characters who frequently use a particular type of weapon will become more adept at wielding a weapon of that type, and will also increase in physical strength and accuracy. Attributes include agility, evasion, hit points, intelligence, magic points, magic power, spirit, stamina, and strength. Hit points and magic points increase with their use; a character who takes a heavy amount of damage in a battle might earn an increase in maximum hit points, while a character who uses a lot of magic during battle might increase their maximum magic points.

Sales figures for the original release of Final Fantasy II exceed 750,000 copies. Reviews I have found are exclusively centered on the numerous re-releases this installment has seen throughout the years. Praise is usually directed at the game's story presentation, which has been described as putting more emphasis on characters and giving players a clearer direction through the various missions. However, the attribute and skill progression system has faced repeated criticism. An observation made by critics and players alike points to an easily abused exploit in the system wherein players may simply have their characters attack each other and repeatedly cast spells, thus causing their hit points, magic points, other attributes, and skills with particular weapons and spells to grow extensively.
 

broadbandmink

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Game No. 14

Title: Phantasy Star II
Developer: Sega
Platform: Sega Genesis / Mega Drive
Release Date: March 21, 1989 (Japan)

Comment: An early example of role-playing games for the fourth generation of consoles, Phantasy Star II was, like its predecessor, released to wide critical acclaim.

Phantasy Star II is set 1,000 years after the events of its predecessor and recounts the story of a government agent named Rolf and his companions, who are on a mission to find out why the protector of the planet of Mota has started malfunctioning. Gameplay is reportedly largely similar to the first installment. However, the first-person perspective present in dungeons and battles in the first game has been scrapped and combat is instead shown from a third-person perspective in the battle screen.

Once more, information on how this game fared commercially has eluded me. Contemporary reviews, on the other hand, appear to have been decidedly positive, citing the plot, graphical advancements, and the sheer size of the game as strong points. Retrospective reviews have also been favourable, although they seem to put heavier emphasis on its story, pointing to the use of recurring themes that run parallel to the journey of the protagonists.
 

broadbandmink

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Game No. 15


Title: Destiny of an Emperor
Developer: Capcom
Platform: Famicom / NES
Release Date: May 19, 1989 (Japan)

Comment: Developed and published by Capcom, Destiny of an Emperor is a role-playing game based on a manga written by Hiroshi Motomiya called Tenchi wo Kurau, which takes place during the Three Kingdoms period of ancient China.

The main protagonists of the game are three sworn brothers called Liu Bei, Zhang Fei, and Guan Yu, who form a small militia to defend their village from Yellow Turban rebels, followers of a sorcerer by the name of Zhang Jiao, and then proceed with launching a military campaign aimed at unifying China under one banner.

I've found conflicting information whether the game features a linear plot or a branching storyline. That said, the game is viewed from a top-down perspective whilst travelling the overworld, visiting towns and laying siege to castles. Since an individual character's hit points represent the number of men under his command one has to restock on food from time to time, in addition to buying new gear when one has sufficient funds. Magic is present in the game but is called Tactics and requires a dedicated character aptly called Tactician. Certain spells get more potent depending on what terrain the player is currently located in when the fighting starts. Battles are turn-based and occur through random encounters. You fight between one and five enemies at a time. These range from generic enemy bandits to unique generals. When defeated, there's a chance the player might be able to recruit a given general. There are 150 unique generals present in the game and one may recruit as many as 70 of these. However, only seven characters may be used in your active party; five will do the fighting, one will be used as replacement should anyone be defeated, and one will contribute as the aforementioned Tactician. The rest of your recruited generals will enter a reserve pool, from which the player can incorporate them into the active party. Reportedly, only your main characters and a fixed amount of recruitable generals can increase their stats through combat. Furthermore, certain stats remain static, such as strength and intelligence, which determine the power of a given character's physical and magical attacks respectively.

This franchise apparently saw further installments released in Japan, but this was the only title released in the West. Post-release information appears to be non-existent. However, the game seems to have garnered a cult following, who are referring to the game as highly recommendable.
 

broadbandmink

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Game No. 16


Title: Mother
Developers: Nintendo & Ape
Platform: Famicom
Release Date: July 27, 1989 (Japan)

Comment: Often dubbed Earthbound Zero among western audiences, the first game in the Mother series never saw an official release outside of Japan. Nevertheless, perhaps due to the popularity of its sequel, the game eventually found its way into the hands of English-speaking players by way of emulation.

The game's plot follows a boy, named Ninten by default, who lives in the fictional small town of Mother's Day in the United States sometime during the 1980s. After a series of seemingly supernatural events occur in his hometown the boy sets out to discover the source of these incidents.

The player controls Ninten from a top-down perspective and has him explore an overworld sprinkled with towns and certain dungeon-like locations, such as an unchecked zoo and a run-down factory. In addition to presenting the player with the usual opportunities of buying new gear, gathering clues from NPCs, and replenishing their health, towns are also where one receive money for defeated enemies. By making a phone call to Ninten's father a sum is deposited into Ninten's bank account. This sum is proportionate to the amount and difficulty of the enemies one has vanquished since the last time a phone call was made. These phone calls are also used as a method of saving one's progress. Battles occur through random encounters, are turn-based, and are shown through a dedicated battle screen from a first-person perspective much akin to the Dragon Quest games released up until this point. Enemies include household objects, various satirized townspeople, unmanned vehicles, and extraterrestrials. By fighting these opponents Ninten and his party members gain improved attributes and psychic abilites, which essentially work like magic spells.

Mother sold 400,000 copies in Japan and was critically acclaimed for its humorous tone and modern setting. Retrospective reviews have, while still generally positive, criticized recurring balance issues and the amount of grinding required in order to advance through the later stages of the game. Shigesato Itoi, lead designer of Mother, has reportedly stated that the final area of the game was never thoroughly play-tested.

The game was, in fact, slated for release in North America and a localized version was apparently finished in 1990. However, the game's release was initially put on hold and subsequently shelved. The underlying reasons for this decision has never been made public but a common hypothesis attributes the game's shelving to the then impending release of the SNES in America, which supposedly would have affected the commercial viability of the game negatively. However, by 1998 a prototype cartridge of the English localization found its way onto the World Wide Web. A fan translation group called Demiforce managed to raise enough funds to buy said cartridge. The data contained on the cartridge was converted into a ROM file, which was later circulated around various web sites, and the rest is, as they say, history.
 

Ratty

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broadbandmink said:
Game No. 11


Title: Phantasy Star
I quite enjoyed this one. Though I had to keep worrying if the 25 year old battery on the cartridge would die while I played it lol. Especially since at the ending area you basically have to keep resetting the game to win. Since randomly running into a Red Dragon boss before the final boss is a death sentence. And if you're unprepared for the final boss when you get to him there's no leaving the final area so you're just fucked. So it's walk a few steps, save, walk a few more steps, save w- gosh darn it! *RESET* still a great game though. Nice mix of dungeon crawler and overhead RPG with extremely impressive graphics for the time. (Blows FF out of the water.) Especially the first person dungeons. It looked good enough that when the Mega Drive (Genesis) was released in Japan they re-released it on that 16-bit system via a cartridge with a built-in converter.

The music is ok (the title screen music in particular is infectiously catchy) although it's kind of tiny as most Master System games are without the Japan-only soundchip upgrades. Whether for Nostalgia or some other reason though there are those who prefer the non-enhanced version.

 

broadbandmink

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Ratty said:
I quite enjoyed this one. Though I had to keep worrying if the 25 year old battery on the cartridge would die while I played it lol. Especially since at the ending area you basically have to keep resetting the game to win. Since randomly running into a Red Dragon boss before the final boss is a death sentence. And if you're unprepared for the final boss when you get to him there's no leaving the final area so you're just fucked. So it's walk a few steps, save, walk a few more steps, save w- gosh darn it! *RESET* still a great game though. Nice mix of dungeon crawler and overhead RPG with extremely impressive graphics for the time. (Blows FF out of the water.) Especially the first person dungeons. It looked good enough that when the Mega Drive (Genesis) was released in Japan they re-released it on that 16-bit system via a cartridge with a built-in converter.

The music is ok (the title screen music in particular is infectiously catchy) although it's kind of tiny as most Master System games are without the Japan-only soundchip upgrades. Whether for Nostalgia or some other reason though there are those who prefer the non-enhanced version.

Thanks for the video! It makes a nice complement to my entry above.

As for your description of the end-game, it pretty much sounds like standard issue Japanese RPG game design to these ears. 1) The final area is essentially a death trap by design, 2) "You've made it this far. Congratulations! Did we mention this is a one-way-trip..?".
 

broadbandmink

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Game No. 17


Title: The Final Fantasy Legend
Developer: Square
Platform: Game Boy
Release Date: December 15, 1989 (Japan)

Comment: The first entry in the SaGa series, The Final Fantasy Legend was reportedly also the first role-playing game for the Game Boy handheld system.

You play as four warriors who are attempting to climb a tower at the center of the world that supposedly leads to a paradise. At the start of the game, the player must choose a character class, gender, and name for the party leader. There are three available classes: Human, Mutant, and Monster. This choice will remain with the player for the duration of the game. One may recruit up to three additional party members through a similar process by visiting so called Member Guilds in various towns. This may be done multiple times, should a given party member perish during one's travels. However, fallen party members may also be resurrected given that they still possess at least one heart; a form of extra life. Stats are determined by the class of the character in question. Different classes also raise these stats in separate ways. Human stats are raised through items that grant permanent bonuses, Mutant stats increase by random after successful battles, and Monsters evolve by consuming meat dropped in combat thus transforming them into other sub-classes. Humans have no restrictions in terms of what weapons and armour they can carry. Mutants are more limited in this regard while Monsters cannot use either equipment type. On the other hand, both Mutants and Monsters can take full advantage of spells and other abilities. The game is viewed from a top-down perspective while the player explores the overworld and visits towns where one can buy new weapons, armour, and assorted items as well as talk to NPCs. Battles occur through random encounters, are turn-based, and are viewed from a dedicated battle screen, which is reportedly largely similar to those found in early Dragon Quest titles. An oft noted feature is that weapons will wear out and break with use, thus requiring the player to stock up on replacements.

Commercially, The Final Fantasy Legend was Square's first million seller. Reviews, contemporary as well as retrospective, have been mixed, however. Praise has been directed at Nobuo Uematsu's soundtrack and the game's system of character class development. The latter have, on the other hand, also been the subject of criticism due to the unpredictable nature by which Mutants and Monsters evolve. Certain critics argued that this particular feature increased the difficulty of the game, since those classes could potentially develop in directions that may prove counterproductive. Lastly, the final boss of the game has apparently received a degree of infamy for how hard it is to defeat without resorting to instant-death methods.

Finally, regarding its impact on future developments within the industry: Satoshi Tajiri, co-founder of Game Freak, has cited The Final Fantasy Legend as a source of inspiration while developing the first Pokemon games. Not so much because of its gameplay elements per se, but because it convinced him the Game Boy was capable of managing comparatively complex games.
 

broadbandmink

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Game No. 18


Title: Sweet Home
Developer: Capcom
Platform: Famicom
Release Date: December 15, 1989 (Japan)

Comment: Closing out the 80s in this chronicle is Sweet Home, a role-playing game with a horror theme. Developed and published by Capcom, the game is perhaps best known for its remake that ended up becoming the first title in the Resident Evil series. Of further note is that the game is based on a film bearing the same name.

The main protagonists of the game are a team of five individuals who heads out to the abandoned Mamiya manor with the aim of capturing a fresco of a painter known as Mamiya Ichirou on film for a documentary. The game has five different endings. Which one you get depends on how many characters are still alive after the battle with the final boss.

The game is viewed from a top-down perspective while the player explores the mansion, read diary entries and examines other bits of information. You can only keep up to three characters in your active party at a time, thus making it necessary to switch between different individuals from time to time. Each character's inventory is restricted to one weapon and two items. The game is apparently devoid of spells and there's only one type of item that replenish hit points: Tonics. Tonics are scattered throughout the mansion and are of a finite quantity. Battles occur through random encounters, are turn-based, and are viewed from a dedicated battle screen which, judging from the pictures I've seen, mostly resemble that of early Dragon Quest games.

Post-release information appears to be non-existent. That said, players who like Capcom's Resident Evil franchise might perhaps do themselves a service by checking out this game.
 

broadbandmink

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Game No. 19


Title: Dragon Quest IV: Chapters of the Chosen / Dragon Warrior IV
Developer: Chunsoft
Platform: Famicom / NES
Release Date: February 11, 1990 (Japan)

Comment: Released at the dawn of the 90s, Dragon Quest IV was to become the last entry in the series released on the Famicom / NES. It was also the last Dragon Quest title released outside of Japan for nearly ten years.

An oft noted feature of this installment is its plot. Divided into five chapters, it is reportedly by far the longest of the four NES titles. The first four chapters follow the main character's future companions and the fifth, which is told from the main protagonist's perspective, brings all the characters together as they set out to save the world.

The class system has been overhauled; this time around, each character has a fixed class. As per usual, the game is viewed from a top-down perspective as the player explores the overworld. The day/night cycle from the previous installment is retained, but the arena has been replaced by a casino. Overall, gameplay is apparently very much similar to previous games in the series. That said, there are some additions of potential interest. In the final chapter you control a total of eight characters, but you can only bring four into battle at any given time. Thus the game introduces a caravan/wagon in which you can "store" the rest of your party. Members in your active party can then be swapped in mid-battle if need be. But it should be noted, if one enters a dungeon the caravan/wagon is left outside and one has to rely on the four characters one brought within. Also new to this particular entry are Medals, which are scattered throughout the game and can be traded for certain unique items. The arguably most palpable change, however, is how one controls the party during battles. You are only in direct control of your main character; the other members of the active party are controlled by the game's AI and can only be given guidelines on how to act during fights via a system called Tactics.

Dragon Quest IV was well-received commercially, selling over 3 million copies in Japan, and has maintained solid reviews throughout the years. Critics have generally lauded the game's multi-sectioned story, but opinions appear divided on whether the additions to gameplay brought anything new to the table. Finally, the design decision to deprive players of direct control of their secondary party members has repeatedly been called into question, and subsequent re-releases of the game have seen revisions in this department.
 

broadbandmink

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Game No. 20


Title: Digital Devil Story: Megami Tensei II
Developer: Atlus
Platform: Famicom
Release Date: April 6, 1990 (Japan)

Comment: The second installment in the Megami Tensei series features a post-apocalyptic setting and is the first entry in the franchise not based on a novel by Aya Nishitani.

You play as two teenagers living in a shelter some 35 years after a nuclear war which created a dimensional rift that bridged the demon world with the human world. After the shelter is invaded by monsters the two youths set out to save what's left of mankind. This installment features an overworld which is viewed from a top-down perspective, whilst dungeons retain the first-person perspective from the first game. Otherwise, gameplay is reportedly identical to the first entry and therefore readers might refer to my description of that particular title above. The developers did, however, apparently make some minor tweaks to graphics, interface and difficulty.

As was the case with its predecessor, post-release information is hard to come by. Any input from visitors to this thread is thus most welcome.
 

broadbandmink

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Game No. 21


Title: Crystalis
Developer: SNK
Platform: Famicom / NES
Release Date: April 13, 1990 (Japan)

Comment: Developed and published by SNK, Crystalis is a hybrid between an action role-playing game and an action-adventure game featuring a post-apocalyptic setting.

You play as a male protagonist by the name of your choice, who at the start of the game awakes from cryogenic sleep after having spent 100 years in such a state. During that time, the world has been wracked by a global nuclear war. Mutants are now roaming the lands and what's left of human civilization has abandoned most aspects of science and technology and instead turned to magic as a means of establishing new societies. What's more, the survivors of this conflict constructed a tower in the sky from which they now safeguard the world from further calamities. Suffering from amnesia, the protagonist must travel the world to prevent a new threat in the shape of a militaristic empire called Draygonia from seizing the aforementioned tower for themselves.

The game is viewed from a top-down perspective much akin to early entries in the Legend of Zelda franchise. The world is reportedly initially fairly linear, but opens up as one progress further into the game. Dotted across the landscape are several towns in which the player may replenish one's health and buy suits of armour, shields and assorted items. There are five swords scattered throughout the game, which serve as one's primary weapons. Four of these are imbued with powers linked to the four classical elements. In addition to knowing when to use what sword to defeat the various enemies and bosses encountered throughout the game, they are also used to overcome certain barriers which prevent the player from advancing. Battles occur in real-time and are where the player gains experience and gold. By increasing levels players raise their hit points, magical points, defense and attack strength. Attacks come in two varieties: Normal attacks and power attacks which launch energy projectiles, the latter of which is achieved by holding down the attack button. Furthermore, these special attacks can be improved by using them in union with particular items. In addition to being immune to certain elements, enemies and bosses encountered later in the game are also immune to attacks in general unless one has reached a sufficiently high experience level. There are also eight magical spells present, which are obtained at predetermined points during the game. A final word of warning: The last dungeon of the game apparently constitutes a point-of-no-return.

Crystalis apparently fared well with critics. Praise was directed towards the game's graphics, soundtrack (composed by Yoko Osaka) and plot. Criticism appears to have centered on combat, which has been described as repetitive, and defective collision detection, which at times let enemies hit the player when they should have been unable to do so. The game did not, however, do as well from a commercial standpoint. That said, the game reportedly has managed to garner a cult following. Lastly, there exists a remake of this title for the Game Boy Color, but it has reportedly been the subject of some significant changes in all manner of aspects, including its plot.
 

broadbandmink

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Game No. 22


Title: Fire Emblem: Shadow Dragon and the Blade of Light
Developer: Intelligent Systems & Nintendo R&D1
Platform: Famicom
Release Date: April 20, 1990 (Japan)

Comment: The very first installment in the Fire Emblem series didn't exactly invent the sub-genre known as tactical role-playing game; Bokosuka Wars is generally considered to hold that distinction. But that particular game was originally released for the Sharp X1, a home computer system, and thus lies beyond the scope of this thread. However, like Dragon Quest before it, the first Fire Emblem laid down a basic template which would prove highly influential among future games released on consoles in this sub-genre.

The main protagonist of the game is Marth, a prince of Altea and a direct descendant of Anri, a warrior who defeated a shadow dragon called Medeus. After an invasion from the neighboring empire of Doluna, Marth is forced to go into exile in another neighboring nation called Talys. His sister Elice is taken hostage after his father is killed battling a malevolent bishop by the name of Gharnef. With the help of the Altean knight Jagen, the Talysian Princess Shiida, and others, Marth embarks on a military campaign to find a sacred sword known as Falchion and the Fire Emblem that will allow him to wield it. Only then will he be ready to confront the Doluna Empire and the resurrected Medeus, liberate the kingdom of Altea, and rescue his sister.

The plot is told through twenty-five chapters/missions, where one battle enemy troops and commanders, recruit new allies, buy weapons and items, and capture castles. The game is viewed from a top-down perspective. Every "unit" in your army is a unique character with a predefined class, which determines their stats, movement rate, what types of terrain they can traverse, what weapons they can use, their attack range, and so forth. If a character perishes in combat, there is no way of resurrecting them. Magic usage is confined to a few preset classes. Weapons deteriorate with use and thus buying new ones becomes a necessity. Certain weapons are unique but they break down just like any other weapon and therefore thrifty strategic use of these is advised. All movement is turn-based, and when two units clash on the battlefield, the game switches to a dedicated battle screen where they face off against each other in an automated fashion; the outcome of which is calculated from the class of each combatant, their stats, what weapons/spells they have equipped, and what terrain type they are currently positioned in. If one's characters survive such encounters they gain experience. Once a character gains 100 experience points they will level up and their stats increase. Even though several characters may share the same class, the growth rates of their stats differ from individual to individual. Throughout the game one may find medals, which can be used to promote characters of certain classes once they reach level 10. Some missions feature arenas where players can send individual characters to train and thus raise levels. Also, near your starting point on each mission is a tent where one may store excess equipment. A final note of an aesthetic variety is that the game features a dynamic soundtrack; once the tide of battle turns in one's favour, the music changes.

Despite being widely regarded as a seminal title within its sub-genre, there's surprisingly little information on how this game was received both commercially and critically at the time of its original release. However, from what I've gathered, the game had a slow commercial start but sales reportedly picked up as time went on. Regardless, the first Fire Emblem's basic gameplay formula with turn-based missions, automated combat, and permanent death feature became a staple of future titles in the series.
 

broadbandmink

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Game No. 23

Title: Phantasy Star III: Generations of Doom
Developer: Sega
Platform: Sega Genesis / Mega Drive
Release Date: April 21, 1990 (Japan)

Comment: The third entry in the Phantasy Star series did not receive as warm a welcoming amongst video game critics as its predecessors, but was still considered notable for the epic scope of its plot, which spans three generations on seven different planets, and its four possible endings.

The first character players take control of is Rhys, Crown Prince of the Orakian kingdom of the planet Landen, who is about to get married to Maia, an amnesiac who washed up on shore two months earlier. During the ceremony, a dragon, identified as a member of the Layans, a faction the Orakians have engaged in hostilities in the past, suddenly appears and seizes Maia. Rhys initiates a search for Maia, recruiting various individuals to his cause along the way. Gameplay is reportedly much the same as the first two installments in the series and therefore readers may refer to those entries for more information.

Yet again, sales statistics remain elusive. Anyhow, critical response appears to have been noticeably more mixed this time around. The story, the graphics, the endings; adherents and detractors of each and every aspect of this game seem to be numerous. With that said, I'd like to stress that in an overall perspective Phantasy Star III appears to be held in positive regard. However, compared to the other installments in the franchise it often gets referred to as a weak link in the chain.
 

broadbandmink

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Game No. 24


Title: Final Fantasy III
Developer: Square
Platform: Famicom
Release Date: April 27, 1990 (Japan)

Comment: The third entry in the Final Fantasy series was also the last installment in the franchise released on the Famicom. In gameplay terms it is perhaps best known for reverting to the general experience points system of the first title whilst at the same time introducing a first variant of the so-called Job system.

The game gives the player control of four orphaned youths who stumble upon a crystal of light in a cavern uncovered after an earthquake. The crystal grants them some of its power, and instructs them to use it in order to restore balance to the world.

Gameplay is largely similar to that of the first entry in the series. However, instead of choosing classes for your characters at the start of the game the new job system allows one to change the specialization of a particular character at will. The four youths start out as "Onion Knights" but as one progress through the game more jobs will become available, each with different strengths and restrictions, affecting what armour, weapons and spells they can use. Switching between jobs consume capacity points, which are awarded through battles. Remaining in a given job for extended periods with a specific character will increase their level of proficiency at that job; while also reducing the cost of capacity points should one choose to switch back to the job in question with the same character at a later point. Jobs also come with special abilities. Some abilities can be used as one explores the overworld and dungeons, while others are used during battles. Battles play out much the same way as they did in the first two installments. That said, some refinements and additions have entered the equation. One is an auto-targeting system, which allow one's characters to launch their physical attacks at new targets should their initially assigned target be slain by a party member. Another is tied to the job system. As mentioned before, certain abilities granted by different jobs are specifically used in battle. This is, for example, the first entry in the series to feature creature summoning as an ability.

Sales figures for the original Famicom version eventually settled just short of 1.4 million copies and reviews I've found are exclusively retrospective. On the whole, critical reception appears to have been positive. Frequently noted facets of the game include its difficulty, which has received praise as well as criticism, the job system, the many places to explore, and its substantial reliance on level grinding. As a final note, an English localization of the game was reportedly planned, but got shelved when the folks at Square decided to shift focus towards a new generation of hardware on the horizon in way of the Super Famicom. Western audiences would have to wait another sixteen years before this title saw a release on the DS handheld.
 

broadbandmink

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Game No. 25

Title: Swords and Serpents
Developer: Interplay Entertainment
Platform: NES
Release Date: September 1990 (North America)

Comment: Published by Acclaim Entertainment, Swords and Serpents is a role-playing game where the emphasis lies on dungeon crawling.

You play as four combatants who've entered a 16-level dungeon to put an end to a serpent that has been wreaking havoc to the land. The game can be played by up to four players, by way of the NES Satellite. While each player controls their party member individually, movement is restricted to the party leader. At the start of the game each party member must be assigned with a class. Available classes are warrior, magician, and thief. The dungeon is viewed from a first-person perspective in the top-left corner of the screen while one's current position is displayed on an overhead map in the top-right, and each party member's armour class, health and magic meters are shown in the bottom half. Battles occur through random encounters and are where one's party gain experience and gold, which is used to raise attributes and buy new equipment.

As you can see, I haven't exactly been able to find a plethora of information on this particular title. That said, I thought it worthy of inclusion simply because it stands as proof that there were western developers who tried their hand at making role-playing games for the NES. Now, if anyone out there have actually played this game I'd be very interested in your general impressions of it.